Bane Master Posted December 8, 2024 Author Posted December 8, 2024 2 hours ago, Delzaron said: Intesresting... there is a possibility to link to others slavery mods ? for example, followers are sold to Ravenous as meat girls. I assume it could be done - FSM's API would allow Ravenous to release slaves and then use them in whatever way it wanted.
Talesien Posted December 9, 2024 Posted December 9, 2024 (edited) 15 hours ago, Bane Master said: I can move it to a separate file, which other followers would you add to the default list along with Serana? Pretty good question, I'm not running that many custom AI followers. If one wishes to err on the side of caution ... every follower that should not be handled by NFF might also encounter problems if enslaved. Otherwise, well, you probably have more of an idea with which followers people experienced a broken AI after enslavement. I didn't follow this support thread that closely. That said, from my experience, Sophias AI package always appeared a bit wonky, so perhaps better to play it safe with her. As stated though, personally I would likely exclude all followers that should not be added into NFF onto the blacklist of this mod as well. If it breaks the follower, it might be hard to rectify without endangering the save. There is of course also the option that you might not want a follower to get enslaved for RP reasons, rather than technical ones. Edited December 9, 2024 by Talesien
Bane Master Posted December 9, 2024 Author Posted December 9, 2024 8 hours ago, Talesien said: Pretty good question, I'm not running that many custom AI followers. If one wishes to err on the side of caution ... every follower that should not be handled by NFF might also encounter problems if enslaved. Otherwise, well, you probably have more of an idea with which followers people experienced a broken AI after enslavement. I didn't follow this support thread that closely. That said, from my experience, Sophias AI package always appeared a bit wonky, so perhaps better to play it safe with her. As stated though, personally I would likely exclude all followers that should not be added into NFF onto the blacklist of this mod as well. If it breaks the follower, it might be hard to rectify without endangering the save. There is of course also the option that you might not want a follower to get enslaved for RP reasons, rather than technical ones. I'll just add a few so that it's obvious how to add more - also I'll take a look at honouring the NFF Ignore token when NFF is installed,
bendan123 Posted December 10, 2024 Posted December 10, 2024 After nff fails, you can recover by stunning your followers. I don't know why.
Bane Master Posted December 10, 2024 Author Posted December 10, 2024 3 hours ago, bendan123 said: After nff fails, you can recover by stunning your followers. I don't know why. Sorry - I'm not sure what NFF behaviour you are referring to and the context/issue?
bendan123 Posted December 10, 2024 Posted December 10, 2024 After fsm rescues followers, all nff interactions are invalid and can be recovered after being knocked down. This is a new bug in the new version.
Bane Master Posted December 10, 2024 Author Posted December 10, 2024 48 minutes ago, bendan123 said: After fsm rescues followers How exactly are your followers being rescued?
bendan123 Posted December 11, 2024 Posted December 11, 2024 11 hours ago, Bane Master said: 你的追随者到底是怎么获救的? Defeat the robber
Bane Master Posted December 11, 2024 Author Posted December 11, 2024 7 hours ago, bendan123 said: Defeat the robber Killing hostile masters to free slaves using NFF is working fine in my tests, the follower is recruited to NFF and behaves normally. As there are no other reports of this issue I have to assume there is a problem with your game. If you post a script log of killing a hostile master to free a slave I'll see if I can spot anything that might help.
bendan123 Posted December 11, 2024 Posted December 11, 2024 1 hour ago, Bane Master said: Killing hostile masters to free slaves using NFF is working fine in my tests, the follower is recruited to NFF and behaves normally. As there are no other reports of this issue I have to assume there is a problem with your game. If you post a script log of killing a hostile master to free a slave I'll see if I can spot anything that might help. I tested it. In the cave, it is normal to talk after being rescued, but it is invalid after coming out of the cave. This is a problem only in the new version, which has never happened in the previous version.,I'm sorry, I don't know how to pull up the log.
BastionQ Posted December 11, 2024 Posted December 11, 2024 is it possible to have the Follower Slavery Mod V1.615 added to download?
Bane Master Posted December 11, 2024 Author Posted December 11, 2024 41 minutes ago, bendan123 said: it is normal to talk after being rescued, but it is invalid after coming out of the cave FSM makes no changes once the follower has been rescued and recruited to NFF so if there is a problem after you change location then it's something to do with your game. @VirginMarie has written a helpful explanation of how to get a Papyrus Log here
Bane Master Posted December 11, 2024 Author Posted December 11, 2024 15 minutes ago, BastionQ said: is it possible to have the Follower Slavery Mod V1.615 added to download? Follower Slavery Mod V1.615.7z 1
phobos33 Posted December 12, 2024 Posted December 12, 2024 (edited) One frequent problem in FSM versions after 1.3 is that my followers when enslaved VIA sexlab defeat get stuck in the same position they got enslaved at and stay there unless the PC enters an instance cell Edited December 12, 2024 by phobos33
Bane Master Posted December 12, 2024 Author Posted December 12, 2024 6 hours ago, phobos33 said: One frequent problem in FSM versions after 1.3 is that my followers when enslaved VIA sexlab defeat get stuck in the same position they got enslaved at and stay there unless the PC enters an instance cell I haven't been able to confirm this and this is the first report in the 18 months since 1.3 was released. Anybody else had issues like this?
Herowynne Posted December 13, 2024 Posted December 13, 2024 3 hours ago, Bane Master said: I haven't been able to confirm this and this is the first report in the 18 months since 1.3 was released. Anybody else had issues like this? No, I don’t see that problem. For me, enslaved followers follow their master around, and are used for sex by their master periodically, as expected. 4
gender65 Posted December 15, 2024 Posted December 15, 2024 I started using the Caged Followers mod https://www.loverslab.com/files/file/6934-caged-followers / along with SD+ , Deviously Enslaved Continued and my followers became steadily enslaved. Your mod is also installed, but it didn't work well in my game before.Enslavement was a rare exception, subject to the same rare conditions, the Game LE. Maybe it works for SE, but not for LE.
Bane Master Posted December 15, 2024 Author Posted December 15, 2024 3 hours ago, gender65 said: Maybe it works for SE, but not for LE. FSM works fine with LE - if enslavements are rare then either you need to change the MCM settings or your followers are not eligible for enslavement 1
tmam Posted December 25, 2024 Posted December 25, 2024 (edited) Will there be issues with custom followers that use their own framework? Edited December 25, 2024 by tmam
johnhamm Posted December 25, 2024 Posted December 25, 2024 6 hours ago, tmam said: Will there be issues with custom followers that use their own framework? In my experience it works quite well with them. I've run into very few issues with them, and none that appeared to break the follower or mod in any way. You also don't need to import them to NFF or anything for it to work.
Adolis2019 Posted January 4, 2025 Posted January 4, 2025 Hello. Is it possible to add support for humanoid creatures? So that the follower gets captured by draugr, skeletons, dragon priests, falmer, trolls, rieklings, lurkers, giants, frost giants
johnhamm Posted January 4, 2025 Posted January 4, 2025 (edited) 58 minutes ago, Adolis2019 said: Hello. Is it possible to add support for humanoid creatures? So that the follower gets captured by draugr, skeletons, dragon priests, falmer, trolls, rieklings, lurkers, giants, frost giants There already is, you need to edit the utility.json file and add the IDs of the races that you want to be able to enslave to it near the bottom. You can get the IDs from ssedit and then just copy the format that is already in the JSON. Make sure you remember to add a comma for any new entries Edited January 4, 2025 by johnhamm 1
Adolis2019 Posted January 4, 2025 Posted January 4, 2025 (edited) 8 hours ago, johnhamm said: There already is, you need to edit the utility.json file and add the IDs of the races that you want to be able to enslave to it near the bottom. You can get the IDs from ssedit and then just copy the format that is already in the JSON. Make sure you remember to add a comma for any new entries I found the file "utility.json", but I don't understand what exactly and where to write, it would be better if the author simply added new slave owners races in the next version. Edited January 4, 2025 by Adolis2019
johnhamm Posted January 4, 2025 Posted January 4, 2025 3 hours ago, Adolis2019 said: I found the file "utility.json", but I don't understand what exactly and where to write, it would be better if the author simply added new slave owners races in the next version. Second bottom section in the json file is what you're after. It's called slaver races and has 3 entries by default. "__formData|Skyrim.esm|0x131f4" is the first entry in it so if you really can't find it just use find with that entry. Middle part is the plugin the ID is from, last part is the ID of the race, I think formID. If you just look at the layout of the file you should be able to see the pattern that you need to add new things in. Not going to give you a tutorial on SSedit but there are many out there and what you need to do with it isn't complex. I think some races have a decent argument for being added, such as trolls, but there are a lot of races and many are changed or added by other mods too so it probably isn't that simple to have a large list of them. It only takes a minute or two to add them once you figure out the first one anyway. Would force weird things on people that don't want creature animations too
TheElderPerv69 Posted January 4, 2025 Posted January 4, 2025 2 hours ago, johnhamm said: Second bottom section in the json file is what you're after. It's called slaver races and has 3 entries by default. "__formData|Skyrim.esm|0x131f4" is the first entry in it so if you really can't find it just use find with that entry. Middle part is the plugin the ID is from, last part is the ID of the race, I think formID. If you just look at the layout of the file you should be able to see the pattern that you need to add new things in. Not going to give you a tutorial on SSedit but there are many out there and what you need to do with it isn't complex. I think some races have a decent argument for being added, such as trolls, but there are a lot of races and many are changed or added by other mods too so it probably isn't that simple to have a large list of them. It only takes a minute or two to add them once you figure out the first one anyway. Would force weird things on people that don't want creature animations too I just noticed that the file is already allowing Falmers and Trolls to be masters. So maybe the Dev is already working on something like that? Also it's actually possible to make your Follower a Slave of the mentioned Creatures. The only problem is, that Creature Masters don't seem to "use" their slave. I think that might be because the Mod only allows male and female Masters to use their slaves, which doesn't include Creatures. Do you know a workaround for that? 1
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